The gaming world appeared ablaze after the Indie Game Awards announced that it was rescinding the top honors awarded to RPG darling Clair Obscur: Expedition 33 due to the use of generative AI during development. Sandfall Interactive recently sat down with a group of influencers for a private interview session, where the French studio was probed about recent AI controversies. Game director Guillaume Broche clarified some of the misinformation surrounding the studio and reiterated what other Sandfall developers have said about generative AI usage during interviews held earlier in the year.

Transcription of the Q&A comes courtesy of gaming content creator Sushi, who was one of the handful of influencers who were present at the session. Twitch streamer crizco prefaced his question by recounting the storm surrounding Baldur's Gate 3 developer Larian Studios' admission about using generative AI during game development.

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[–] 85 points 10 months ago* (31 children)

I see no issues here. These AI tools came out during the game's development. Its not unreasonable to try using new tools upon release. And its reasonable to be unaware of the harms of these new tools before the harms are widely reported on.

If things were as described, this seems fine. They now have a clear policy against AI. People, even in groups can be mistaken and learn and change their ways, which is what appears to have happened here. I can't fault anyone for making the occasional misstep.

So long as they stick to their commitment to not use AI.

Not only is AI bad it is also bad —

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  • [–] 14 points 10 months ago

    Want to mention that I really appreciate this reasonable, nuanced perspective of the situation that takes pains to see the humanity in the devs, that they are humans who make mistakes, and not ascribe malice to what can easily be ignorance.

    The benefit of the doubt is lost in modern day and it's nice to see it still being given.

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  • [–] 25 points 10 months ago (28 children)

    Look I've seen the hours those studios and devs put into design... If they want to prototype using a tool? Nobody's losing a job over that. Its a couple hours saved from doom scrolling though your existing assets looking for something temporary.

    Yeah, it slipped out though the cracks. But then how many games are loaded with "Unintended Easter eggs" because people are human. I don't get it. The event is no more novel than finding an untextured brick off the beaten trail or a picture of a dev left in following an in joke amongst the team.

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  • [+] -8 points 10 months ago (27 children)

    Those poor artists, its actually a good thing they have AI now, isn't it?

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  • [–] 5 points 10 months ago (8 children)

    No artist gets paid to create placeholder art during development. They get paid for the final art pieces that are used in the game itself. No actual AI art was used in the final game except for a few accidentally included bits that were not correctly replaced with the final art and that issue was corrected. No artists were harmed in the making of this game.

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  • [–] 0 points 10 months ago (7 children)

    I guess I'll just take your word for it then.

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  • [–] 2 points 10 months ago (6 children)

    Any projects i have been on, if i need quick placeholder i take it from some existing library that is filled with free to use textures or i create some bullshit texture name temp.png or removethis_brown.jpg and some real artist comes and makes the final one somewhere down the line, 10-1000 hours later.

    I have hard time understanding how creating the temporary texture that is never meant to be seen by end user is different when using generative tool versus paint. Especially when no artist looses their pay check or their spot in the credits.

    However I do take offence if somebody uses ai to replace writer, designer, voice actor, or artist of any kind in the final product.

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  • [–] 1 point 10 months ago (5 children)

    If it doesnt matter then dont use AI for placeholders. What's the argument here for them?

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  • [–] 0 points 10 months ago (4 children)

    If its nicer and faster why would somebody not use it?

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  • [–] 0 points 10 months ago (3 children)

    Because the people they want to sell their game to have overwhelmingly stated they don't want this new generation of AI technologies used when creating art. Its sorta like arguing that using corn syrup is cheaper and quicker than sugar or honey, so why not use it? Things aren't so simple as "nicer" and "faster", and only a small subset of people seem in favor of AI technologies used creatively.

    Of course if you are making art for yourself, by yourself, then who cares what you use for anything.

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  • [–] 0 points 10 months ago (2 children)

    Your analogy is not fitting.

    Placeholders are never meant to be part of the meal. They are there in the development stage when there needs to be something on the screen. They dont go trough the art department. Visual director wont review them. They are not representing the finalized game. They are there just as placeholders so people can see things work and not to need to look at wireframes when they work on the project. Often at parts of the game that has no quarantee to even be at the finalized game.

    Generally graphics are one of the last things that is finalized in games. There is no point to use artists time for making placeholders, when they can spend that time doing something meaningfull.

    In the end it does not matter if the placeholder is done by artists hand, is photoscanned from the doodles janitor made on toilet paper or if its done by AI. Hell, it could be pictures of spongebob fan art stolen from google search. It does not matter what people feel like is best and fastest way to get the texture, because its not representting the game and its not meant to be part if the finished product.

    If you want to keep the food analogy, placeholders are the toothpicks holding your meatrolls in shape while they are in the oven. They wont end to your plate and if they do, somebody somewhere did a mistake.

    Also i want to point out that not you nor i can say anything about overwhelming opinions. Clair Obscur for example has sold over 5 million copies. How big procentual part of those 5 million people you think has even read about the whole dispute, or put any meaningfull tough for the matter? Places like lemmy, steam reviews and comments on youtube videos are mostly from loud minorities that generally wont represent the whole fandom at all.

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  • [–] 8 points 10 months ago* (last edited 10 months ago) (17 children)

    AI as a monolithic "thing" is bullshit. Fugazi. We relabled a ton of tools like OCR and other pattern recognition engines: "AI" to capitalize on the sheer stupidity of the average investor. Artificial intelligence indeed.

    I digress. Tools save time and energy. If a team can prototype a space and become more immersed in their project faster and with less effort - so much the better.

    I'm for tools as effort multipliers. My initial statement implied as much. I don't see us running back to rooms full of women doing math at NASA and discarding the digital equivalent.

    Look - everyone is absolutely sick of "AI" being jammed into everything. I get the raw response to it... But the concern isn't about renamed tools; it's not about a glorified chatbot being an "ok" facsimile. No company would spend billions on that. If by some chance they could make an automiton that was good enough... That could work without stopping, have no rights, for free. Literally they are gambling everything on a shot at replacing every single worker they currently employ. They don't want workers. They want slaves. That is short sighted, ignorant, bullshit... which deserves all the hate it gets and more. But that - ain't this.

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  • [–] -1 points 10 months ago (16 children)

    What does NASA have to do with the creation of art? Art and science are not the same thing. What might be good for progress technologically, like flying to the moon, might not be good for a different field.

    Art is all about the time and energy spent. If Clair Obscure came out of an AI machine that took 3 minutes to create it, most people wouldn't play it and it wouldn't have won any awards.

    Cutting corners or "saving time and energy" is the opposite of exploring creatively, and these tools are not capable of unique thought or inspiration.

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  • [–] 5 points 10 months ago (15 children)

    What does NASA have to do with the creation of art? Art and science are not the same thing. What might be good for progress technologically, like flying to the moon, might not be good for a different field.

    Reread the comment instead of irrationally reacting before you understand the context. Calculators used to be people. Literally. It was a job. I brought up NASA as an example because, very famously, their "calculators" were part of history... So it should have been well known enough for people to see the parallel. But then I guess ever since moving to digital boards for math we can just downplay all subsequent achievments because the scientists didnt work hard enough.

    Art is all about the time and energy spent. If Clair Obscure came out of an AI machine that took 3 minutes to create it, most people wouldn't play it and it wouldn't have won any awards.

    If I'm not mistaken those artists' art was well recieved. I find it interesting that so many people seem intent on defining a world they aren't part of. Wacom tablets are tools, are digital artists not real artists because they don't use paper?

    Know any artists? I know quite a few. I wouldn't dare inject my preconceptions on their process. Who the fuck am I to tell somone what is or isn't part of their process. Traditional media, music, ...even architects use tools to help iterate on their ideas - and their lives are easier for it.

    But please, explain to the class why your ideals supercede their own.

    Cutting corners or "saving time and energy" is the opposite of exploring creatively, and these tools are not capable of unique thought or inspiration.

    Speaking for everyone? That's bold. Is that your process or are you just a bobblehead parroting what someone else told you to say?

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  • [–] -1 points 10 months ago (14 children)

    Oh cool, now I'm an irrational person who reacts quickly. Thats a good start.

    Do you even know the point you are trying to make? You make a bunch of preconceptions and then claim you won't do that, so thats fun too.

    You can keep writing nonsense arguments all you want, you aren't an artist and should probably do what you said and shutup instead of making a bunch of assumptions.

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  • [–] 1 point 10 months ago* (13 children)

    Oh cool, now I'm an irrational person who reacts quickly. Thats a good start.

    The full body of your response disregarded the core meaning of what I was saying. You didn't understand something but just powered on through with your opinion. Which if we can appreciate the irony:

    You, like many, are looking to burn a company at the stake over what I would clearly describe as a very polished product... Over an asset that they mistakenly left in. Can you comprehend how batshit insane that is?

    My response was measured and pretty on the nose I'd say.

    Do you even know the point you are trying to make? You make a bunch of preconceptions and then claim you won't do that, so thats fun too.

    Considering the consistency in what I've said in this thread ... I'd say I do. As far as me making preconceptions: again I'd recommend you take a look at what I wrote and read it again. (We have a trend developing) I gave my reasons: and I provided the logic behind it. But if you'd like to drag this out: go ahead and show me what my "preconceptions" were. I'll wait.

    You can keep writing nonsense arguments all you want, you aren't an artist and should probably do what you said and shutup instead of making a bunch of assumptions.

    I posted facts, I provided commentary on them, and even provided an example as a parallel. You, by your own words: didn't understand the example (and made no attempt to), you ignored the nuance of the commentary, and preceded to put your ignorance on full display here.

    And apparently you want to complete this nonsense by implying you know me or what I do. I dont recall knowing anyone as dull as you that suffered a headwound ... But I'll jog your memory:

    Staring with the key topic:

    I've signed more NDAs and non-competes for multiple, well known, gaming companies ... Than years you've existed on this planet. So let's just say I have "some" industry knowledge.

    You mentioned I'm not an artist: another bold claim but... Its broad so let's cover the bases.

    I started my career in design. I've worked with 5 color printing presses. I've been paid for my work, although digital art, which has been seen by "roughly a country of people" around '04. Not enough for you? I maintain a circle of artist friends, who - over time have filled my home and consequently one of my closets with their works. I am honored and grateful that I'd be trusted with someone's original blood sweat and tears condensed into a single medium. I'd be forgiven, I think, for speaking on their behalf. If not? They know my handle - they have my number - and know where I live....

    They can @ me and tell me to shut up. You can't.

    I could go on but I think I've made my point sufficiently in this long post. Go crawl back to the echo chamber from whence you came. If you are capable of critical thought - it has yet to be demonstrated.

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  • [–] -1 points 10 months ago (12 children)

    Maybe you should just host a blog so we can read your ideas all the time.

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  • [–] 1 point 10 months ago (11 children)

    Maybe I do. Who's to say - unless you want to tell me what I do again?

    Its been rare to see somone so utterly dismantled that their only response is to repeat the observation I made at the end of that thrashing. It is almost comical how you just set yourself up for a callback to the parroting and echo chamber comments.

    In closing:

    Even if I did have a blog, I think it's apparent, by now, you'd just wait for somone else to read it and tell you what to think.

    xoxo

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  • [–] -1 points 10 months ago (10 children)
  • [–] 1 point 10 months ago (9 children)

    Cheers. Hopefully you learned something. I'll admit I had a giggle at the situation when I noticed your username.

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  • [–] -1 points 10 months ago (8 children)
  • [–] 1 point 10 months ago* (7 children)

    That was obvious from the get go. That's exactly why I said you were dull and made the comment "that you let somone else read things and tell you what to think." I appreciate the confirmation.

    Maybe you can save even more time by not bothering to post next time too.

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  • [–] 0 points 10 months ago (6 children)

    I think its funny that you keep talking to yourself. You probably feel like you need the last reply too.

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  • [–] 1 point 10 months ago* (5 children)

    You mean I get an encore for the admission cost of a reply? I'm in if you are.

    You've already put on the clown makeup for everyone - might as well dance too!

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  • [–] 0 points 10 months ago (4 children)

    Yep, all those people laughing at me right now, how embarrassing right?

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  • [–] 1 point 10 months ago (3 children)

    They do say ignorance is bliss. And, well, you definitely have plenty to spare ;)

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  • [–] 0 points 10 months ago (2 children)

    Keep the insults coming! Be more creative!

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  • [–] 1 point 10 months ago (1 child)

    I haven't needed to insult you yet. Why would I? You, by your actions and responses have been more than sufficient. I just pointed it out.

    The hope was to drive home that parroting (ey! callbacks) an opinion that isn't yours isn't wanted or useful.

    And I know, I know - you don't read much:

    I didnt read your posts.

    So let's use your words to have fun:

    I think its funny that you keep talking to yourself. You probably feel like you need the last reply too.

    I think it's funny knowing how many times you've set yourself up in this thread. See that quote? That's me using your words as bait.

    I could just copy and paste your own quote repeatedly and you'd either be compelled to respond - making yourself that exact thing... Or being the one that was forced out of the exchange: beaten with your own words.

    So... Polly want a cracker? 🦜

    🍿

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  • [–] 9 points 10 months ago

    Yeah this is something that keeps getting completely lost in this conversation.

    The assets in question were from development during 2022-2023 at the latest. GenAI image tools at that time were extremely primitive compared to what's out there now - remember DallE-Mini? That's the kind of thing they were using. And because these tools hadn't breached containment yet, literally no one was talking about ethical issues yet. Sandfall was basically just experimenting with brand new tech long before it was "good" and long before anyone was talking about it.

    Now? It's good to see them committed to avoiding it. GenAI is a plague and should be treated as such. But 2022-ish was totally different than today.

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  • [–] 9 points 10 months ago
    [–] 131 points 10 months ago (30 children)

    So if I'm reading it right they basically just tried it out and then decided to not use it, removing anything that used it? I can see how technically that it 'was used at all in development', but also seems a lil silly to pull the awards based on it.

    They probably should have clarified how they used it a lot earlier, but I also don't blame them for trying out a new tool.

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  • [–] 157 points 10 months ago* (last edited 10 months ago) (5 children)

    The game was released with AI assets. The rules required disclosure, and they failed to properly disclose. Whether this was on purpose or by accident, they were disqualified quite fairly. It's a shame, but fairness must apply equally to all studios.

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  • [–] 17 points 10 months ago (3 children)

    This is where I am confused. I hear this, but I also keep hearing they used AI to create assets when it was first started development as placeholders for future assets. They were all replaced long before the game was ever released. I also heard that the assets used were stock unreal 5 assets which were AI generated but again replaced later long before the game released. So which is the real story?

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  • [–] 35 points 10 months ago* (last edited 10 months ago) (2 children)

    They used them as placeholders, they may or may not have been stock ue5 assets, which is another problem altogether. But a few of them were left in game at release, presumably by accident since they were removed 5 days post launch. The game did release with AI assets, even if mistakenly.

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  • [–] 13 points 10 months ago (1 child)

    Given the test, release and publishing timelines, the 5 days patch was already being actively worked on before the game was released. Had it be a few positions higher on the backlog, nobody would have known.

    If this is against Indie GA, then for sure drop the award, but that makes me value less the IGA than the game.

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  • [–] 7 points 10 months ago* (last edited 10 months ago)

    The AI assets were only patched out at day 5 because fans noticed them. The devs likely rolled it into that patch because of the fans catching it in the live game.

    The issue at hand, as the article above goes into, is that the devs said that they used no AI at all in developement, which is a condition of the award. They did however, as these assets and the devs themselves comfirmed in various interviews. They lied or at least misled the Indie game awards and violated its conditions.

    Revoking the award seems like a pretty reasonable response on the IGA's part. The game itself can still be a masterpiece, but not one eligble for this award.

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  • [–] 5 points 10 months ago

    It was released with the original placeholder AI assets, but patched out within 5 days. It's pretty clear that they just missed replacing those assets prior to release.

    I don't know exactly which assets, or exactly how many... but from several article it seems one of them was a newspaper only used in the prologue, that no one would notice without directly looking at it up close, which 99.9% of people would never do, and could easily be overlooked doing final testing for game breaking issues prior to release.

    And the failure to properly disclose could easily be explained by them messing around. Early in development, deciding not to use AI, and then forgetting about it. Which also explains it being left in for release accidentally. Updated assets were clearly made, just never replaced.

    The disqualification had nothing to do with the assets being there for the release, it was solely about development as mentioned in every statement from the awards. Meaning even if it hadn't been there at release, they still would have been disqualified. Hard criteria like that which disqualifies any sort of context or consideration is not fair. Especially when we're talking about cutting edge technologies that teams will obviously be experimenting with before making decisions.

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  • [–] 25 points 10 months ago (9 children)

    They used it to create placeholders during development. It wasn't something they decided not to use before. It's just something that was meant to be replaced. Usually these placeholders are a missing texture image or just a magenta texture, but they used generative AI to create something that fit into the world. Because it fit they forgot to replace it.

    Honestly, I'm not opposed to this usage. It's not like it's replacing an artist. No one was going to create a placeholder to be replaced. However, it is obvious to see that occasionally you'll forget to replace items with this technique, like we saw here. The old style of incredibly obvious placeholders were used for a reason; so that you can't forget to replace them. It's probably smart to keep doing this.

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  • [–] 7 points 10 months ago (8 children)

    I agree with almost everything here, I think using LLMs to generate placeholders is fair game and allows studios to nail down the feeling of the game sooner. That being said there's one thing I disagree:

    However, it is obvious to see that occasionally you'll forget to replace items with this technique

    There are ways to ensure you don't forget, things like naming your placeholders placeholder_ or whatever so you ensure there are no more placeholders when you make the final build. That is the best way to approach this because even extremely obvious placeholders might be missed otherwise, since even if you have a full QA team they won't be playing every little scene from the game daily looking for that, and a few blank/pink/checkered textures on small or weird areas might be missed.

    I think it's okay for studios to use generative AI for placeholders, but if one of them makes it to the release you screwed up big time. And like I said there are ways to ensure you don't, it's trivial to make a plugin for any of the major engines (and should be even easier if you're building the engine yourself) where it would alert you of placeholders in use at compile time.

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  • [–] 2 points 10 months ago

    I don't disagree that there are ways to add protections. It'd require strict compliance still though or things could fall through the cracks. Even when using the classic placeholders things have been missed on occasion. The only 100% reliable way to avoid shipping any generative AI content is to never include it in the project.

    Again, I don't think the usage here was bad. I think the reaction to one piece of generative AI art, which was replaced within a week, has been too severe. I'm just saying that if you really want to make sure you don't ship any of it, just don't ever include any. The old methods were perfectly fine, even if they made development look less pretty.

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  • [–] -1 points 10 months ago (6 children)

    That's just ridiculous standards when you apply them to a small team doing their best to pump out a unique piece of art. Yeah sure you can add a million processes to avoid inconsequential things like that but that's time you can't spend on making a good game. Zero value except for appeasing superstitious busybodies...

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  • [–] 3 points 10 months ago (5 children)

    Dude, naming the textures placeholder_ doesn't take any more time and ensures you won't ship a game with a placeholder. This is, or at least should be, common practice even without using LLMs, and only takes a couple of seconds, not enough to cause any inconvenience.

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  • [–] 2 points 10 months ago* (4 children)

    Every process can be theoretically simple but they never have zero impact. So you come up with this process and some other guy comes up with another, there's an infinity of things that are simple and quick. Imagine the uber-crunch a small team needs to go through to produce an AA title. It's just cruel to just come up after the fact and be like "oh yeah you could have done this and that on top of your actual work, it would have added zero quality to the finished product but it's oh so important to a few people".

    Like... When will gamers ever respect workers giving it their all? They're just human ffs.

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  • [–] 1 point 10 months ago (3 children)

    The solution I'm talking about should already be the standard by most devs (especially small studios), even before LLM was a thing. See, small teams can't afford QA, at least not to the same extent as big studis, so they need to add checks to stuff in a way that catches large problems, and a placeholder making it into the final game is a big problem. Even before generated images were a thing devs would just use any random image they had that more or less worked, and those images could have copyright or be problematic in any other way, so ensuring none of that made it into the final release has always been important.

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  • [–] 2 points 10 months ago (2 children)

    I mean, it's a completely reasonable habit that prevents issues of this kind, i'm not disputing that. It's part of a million little discipline things that will make your life better for an insignificant cost. But it's also not a big deal and if you start caring about that then you should also care about all the other things that "should already be the standard by most devs". And then where will you find the time and energy to punch above your weight class and release a masterpiece ? When you engage in that sort of task, you always have to neglect stuff that "should be the standard". It's cool and people should be cool about it IMO. Nobody's gonna love you for being super rigorous about your file naming schemes and never being lazy, they'll love you cause you have good ideas and work them hard.

    I don't find it nice when the internet is always back-seating every little aspect of what creators do, and being super demanding as if they were a mega corp with infinite resource and not a small group of every day people trying their really best to push out something great in a reasonable time-frame while not burning out. Maybe that's not what you're doing, man, it's just one of my pet peeves.

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  • [–] 0 points 10 months ago (1 child)

    The argument is one of craft, discipline, and rigor at a certain point.

    This is just sloppy craftsmanship.

    You either take your craft seriously or it’s just commodity. You eventually have to lean into one over the other.

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  • [–] 2 points 10 months ago* (last edited 10 months ago)

    I guess that's where we disagree. I'd rather have sloppy talented bastards than little robots. One Kurt Cobain over a million Joe Satrianis, any time of the year.

    You can train a monkey to be rigorous, I'm sure at EA sports they're really disciplined with their file naming but I'm not gonna play their games to find out.

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  • [–] 14 points 10 months ago* (6 children)

    Except that they used the placeholder AI textures so that they would have a functional build to test on. They didn't just try it and decide it didn't work. They literally used it produce part of the rough draft and even shipped the game with some of those placeholder textures accidentally still in there. It was actively used in this instance to "do work".

    It wasn't "well let me see what this looks like... No that's all wrong... Nevermind". It was "well let's get this AI to make some placeholders so we can continue working on this and we'll slap the real textures in later". Literally removing work from a human(concept artist), which is the complaint of anti-AI people. Funny enough, I'm pro-AI and even I'm agreeing with the anti-AI people here. You want a "no AI was used" award? Then don't ever use AI. Simple.

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  • [–] 8 points 10 months ago

    That's not what a concept artist does, concept artists (if they had one) did the work before, game artists are still doing the work while the generated placeholders are in place, no person's job was compromised by using generated placeholders. That being said, if any placeholder made it into the final game then fuck them.

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  • [–] 9 points 10 months ago (2 children)

    We're not talking about a development team of 100+ artists here and a company forcing them to work 80 hour crunch weeks leading up to launch like much of the industry.

    I don't know exactly how their 30 or so team members break down for specialties, but I'm willing to bet we're talking maybe 5 asset artists. Making the tens or hundreds of thousands of concept art pieces, and in game assets. Their time is finite and much better spent working on final assets than making placeholders that will just be replaced later. Experimenting with AI and dripping a placeholder in during month 6 that never gets touched again, and the final asset is made but missed when swapping them in at the end of development isn't exactly damning

    Literally removing work from a human(concept artist)

    It's not really "removing" work from a human, it's utilizing the time of a very small and limited team more wisely. The AI didn't replace a human, there was never going to be an additional person hired just to make that placeholder, at worst it just let the existing artists spend more time making final assets.

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  • [–] 0 points 10 months ago (1 child)

    It is exactly replacing work. Your argument is easy to extend to teams of one solo developer who has finite time and money and it's easy to see the appeal of AI in general.

    I'm also in the AI isn't that bad camp but it's pretty clear here they used AI, and rightfully disqualified.

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  • [–] 1 point 10 months ago

    Exactly this. I'm not making a moral judgement, just a logical one. They used AI, thus don't qualify. Feel free to debate whether that award should be that way, but that's how it is right now.

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  • [–] 3 points 10 months ago

    Dude, it was 2022. AI was nothing back then. Certainly not something that people were debating the morality of at the time. It was a new tool. A developer tried it out for a few very minor assets that were only meant to be placeholders. This was't "literally removing work from a human(concept artist)". FFS, it probably was the concept artist who used it!

    Like imagine a new type of paint comes out that's supposed to spread on canvas better. An artist gets some and tries a few test strokes on a blank canvas, goes "huh, interesting", and then paints over it entirely with traditional paint. Then, the public turns against the new paint. Maybe it's made from orphan blood, maybe it causes cancer; it doesn't matter why, but it is now heavily frowned upon to use it. An art studio displaying the original artists work puts out a claim that none of their art uses the new type of paint. Were they lying? Like, ya technically I guess, but if you can't see the nuance and understand how such a thing could happen, then your logic is less that of a human, and more that of a machine.

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  • [–] 5 points 10 months ago (2 children)

    And they lied about it on the award application, but yes.

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  • [–] 7 points 10 months ago (1 child)

    i can see how this would happen though: marketing team simplistically asks about AI assets, dev team says no because it’s not in the final product that they’re aware of, and that miscommunication is exactly that: neither team is trying to be dishonest, it’s just that some information got lost along the way

    their award should have been rescinded for sure

    but also that shouldn’t tarnish the reputation of the studio going forward as long as they apologise and it was legitimately internal miscommunication rather than an attempt to deceive

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  • [+] -15 points 10 months ago

    It was only the "indie' games award. A small ragtag group that was completely in niche discussions online until they pulled this stunt to get all the gaming outlets to bait about

    "omg E33 got an AWARD PULLED???!

    Nobody knew or gave a fuck about the "indie" game awards until this happened.

    Because this paid off, expect more smaller groups to pull similar ideas to feign "outrage" for exposure

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  • [–] -3 points 10 months ago (1 child)

    But did you consider "ai bad" and "nuance is stupid, ai bad?"

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  • [–] 4 points 10 months ago

    No, I said nuance is important. That's why I don't think the devs are villains. But logically you can't get a "no AI" award if you used AI. It's be like entering a handknitted blanket contest and using a machine to start the first row. It's not "100% handmade" anymore.

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  • [–] 5 points 10 months ago (4 children)
  • [–] 5 points 10 months ago (3 children)
  • [–] 7 points 10 months ago* (2 children)

    I played the game very shortly after release and I read all the newspapers. There was a lot of storytelling going on in them and they definitely weren’t this. Was some prerelease build or placeholder texture? Because if so, this controversy is pedantic, puritanical, witch-hunting garbage, and I say that as someone who is violently anti-AI.

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  • [–] 51 points 10 months ago (4 children)

    The screeching over this is absolutely absurd. I can't believe people don't have better things to do than harass these people. Absolutely insane.

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  • [–] 9 points 10 months ago (2 children)

    Fr. Witch hunting over fucking nothing.

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  • [–] 4 points 10 months ago (1 child)

    more like fighting against the ai slop. Such huge controversy should make other companies think again before using ai for creative process. Its either this or having more and more ai slop, voting with your vallet is the new pull your self up by your shoestrings.

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  • [–] 4 points 10 months ago

    Fighting against AI slop is fine, but that's not what's happened here. The devs tested using gen AI for a brief time with the intention to make placeholders. They stopped using gen AI after they found problems with the outputs. They therefore continued to use humans to make the rest of the placeholders. They then replaced all the placeholders with finalized versions, which are entirely human made.

    The issue is not that Expedition 33 has gen AI, the issue was that they used gen AI for a brief time in the game's development

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  • [–] 2 points 10 months ago

    I have an idea for a game, I know how to code, but I'm clueless about gamedev. Hell yes I will use AI to help me with it. That is if I'll find time for it, because it will be insane amount of work to have something playable.

    Some people seem think that you write a couple of prompts and you can ship it as an early access game.

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  • [–] 28 points 10 months ago* (6 children)

    I hate AI with a passion. A burning passion. And there is some muddied reporting and stuff with how the Clair Obscure team handled the use of AI but ultimately it does look to be an innocent use.

    It does start a slippery slope argument, but I don't see much wrong with using AI generated textures or models if they are truly truly 100% meant to be replaced by the product ship date. There are many video games that start out with stolen ripped assets as placeholders because it's a whole lot easier to throw in completed assets that work right now so you can get to your iterative phase of game development a lot sooner.

    During game development, there is a lot of wasted effort you need to try to avoid. A game is not fully complete when it is planned out. When you start video game development, you don't know where you're going to end. If you do not approach the iterative process of game design carefully, you will end up wasting tons of effort and artist time just for things and features and levels that will never see the final release.

    Tldr; I don't see a big problem with using AI as placeholders but you better fucking be honest about it and they better actually be placeholders

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  • [–] 7 points 10 months ago (3 children)

    yeah i don’t even think the dishonesty was necessarily dishonesty… i just think perhaps the marketing team wasn’t fully informed. i can absolutely see dev teams saying no to “AI use” not having been told that the question applied to the whole dev process, and marketing not understanding that that information was important

    i have no problem with AI placeholders. i think that’s the right way to use AI… and dishonesty is a problem… miscommunication is really not a problem

    but i also think that rescinding the award is the right call! but that shouldn’t tarnish the studios reputation in the future if they apologise and explain what happened

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  • [–] 6 points 10 months ago (2 children)

    The problem with using AI textures is that at a glance they look like the real thing. So it's not always easy for QA to spot that a texture hasn't been swapped out. The thing is it's also super easy to deal with that, you just put all the AI textures in a temporary folder and then when you think you already to ship the game, delete that folder and see if you get any bright purple broken textures showing up.

    Most game engines will let you set the missing texture to be something truly awful and very obvious.

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  • [–] 6 points 10 months ago

    Don’t even need to do that. With a visual spot check there is still a chance some things fall trough the cracks. Even a bright pink asset. Better to tag assets as a placeholder in the metadata and then let an automated validation process find the placeholders in the levels. And you can even configure it to run the validation process during a build so it will halt the build when it finds placeholders.

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  • [–] 2 points 10 months ago

    that’s absolutely true, and i’m sure that as tooling and workflow gets better these solutions will become standard. for the moment it’s all pretty haphazard, and i just don’t think it’s necessarily malicious intent or lying exactly… i think it could have easily been just miscommunication and/or legitimate mistake

    afaik there were 2 issues here: there was a placeholder asset left in the game upon release, and the rules of the award were no AI assets during development either. i think the first can be easily explained by it being accidental (they replaced the texture very quickly) and the second can easily be explained by miscommunication between teams

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  • [–] 6 points 10 months ago* (1 child)

    I think the issue is, that they didn't remove all the assets in the version they submitted for the award. Yes, the assets were later removed, but the version that was used for the awards still had those assets.

    I agree with your argument as a whole, but it doesn’t really apply here. There wouldn't have been an issue if they had indeed replaced the assets with real art in time.

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  • [–] 7 points 10 months ago* (last edited 10 months ago)

    They already had the replacement assets created upon release, but forgot to swap them out and it was missed in QA. That's why, pretty much as soon as they discovered it, they got it all replaced just 5 days after release.

    It's pretty common for games to mistakenly release with minor assets still as placeholders instead of the official version. Who's really going to look at something like the texture of a rock and be like "Wait just a minute! That's not the official rock texture!"

    The more you learn about this, the more understandable it is. The only people mad are those who don't know the whole story, or those that are just looking for an excuse to be mad, no matter how dumb the excuse.

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  • [–] 21 points 10 months ago

    Would have been fine if they'd been up-front about it. Some people still wouldn't like it, but some people wouldn't play a game made by French devs. Maybe. I dunno. People are free to have preferences, even if we think they're weird or don't agree with them. I think Clair Obscur had a ton of great ideas. Game really wasn't for me, but I respect the hell out of it. It's a shame about the genAI. Nice that they're committing to avoid AI, but they really just need to be honest about what you're getting. I think if they told people what the AI was used for, it would have gone over better.

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  • [–] 17 points 10 months ago (8 children)

    I think that the amount of love that went into Clair Obscur eclipses any use of AI. If you're under the impression that background textures they replaced must mean they used AI everywhere else — you must not have played the game.

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  • [–] 45 points 10 months ago (5 children)

    I'm hard pressed to name a nominee that wasn't made with love. And it seems weird to insist a game as lauded as E33 needs another awards show genuflection to reaffirm it's status.

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  • [–] 8 points 10 months ago* (2 children)

    That's a fair point, Skong was made by like 3 people and it's probably one of the best games of all time — tons of love in the game.

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  • [–] 8 points 10 months ago (1 child)

    While there's no doubt that they have technically break the rules, just the fact that they afaik patched the few textures before this controversy (as far as I know, it's possible that it was a reaction to this?), this simply sounds like a (very succesful) PR attempt by Indie Game Awards.

    There's no doubt that Clair Obscire isn't a AI slop that cheapened on artists or art with GenAI, whis is the spirit of the rules IGA has. If you don't take the rules literaly, they deserve the award. And that's IMO important.

    I've never heard about IGA before this, so it worked to draw attention to them.

    I'm very OK with having rules in place to reject work where you replaced artists with AI. But this is not the case.

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  • [+] -10 points 10 months ago* (1 child)

    It's IMO pretty clear that the purpose of the rule is to rule out AI slop and games that cheapened on artists and replaced them by genAI., which I extremely agree with.

    Expeditin is neither. It feels like an (succesful) PR stunt by a lesser known award show not many people knew about.

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  • [–] 10 points 10 months ago (1 child)

    They lied or misstated during their submission.

    We will never know what would have happened if they had been open and honest.

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  • [–] 1 point 10 months ago

    Depends on the exact scenario.

    We're also dealing with language differences. English is not the developer's first language. What may seem a clear sentence to a native speaker, could be easily misinterpreted/mistranslated to something similar, but different enough that the answer changes.

    It seems that the AI use was early in development, and limited to temporary placeholders that were going to be replaced. Since they were patched out within days of release, that seems to imply they already had replacement assets on hand, they were just missed during final checks before release.

    The answer from the devs also changed prior to the awards show that implies that they may have had an updated interpretation of the qualification question or answer. If they thought the question was about AI use in the final product, then accidentally missing a placeholder swap shouldn't be disqualifying. Likewise, early experimentation with the tech and then deciding not to use it probably should not disqualify either. But if the qualification is a hard yes/no with absolutely no context or consideration whatsoever, then that's a different outcome, and hence them clarifying for the awards team.

    Personally I think the hard limit without any room for consideration or interpretation is a shit qualification. Especially considering that isn't really the case for most awards. Look at the definition of "indie" for example. There's a half dozen different interpretations people have ranging from having to be self published, avoiding just large publishers, or just the publisher not having creative influence. That's a lot of interpretation comparatively.

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  • [–] 5 points 10 months ago
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